Total War: WARHAMMER II

Total War: WARHAMMER II

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Table Top Caps - Silent and Furious Edition
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Tags: mod, Campaign
File Size
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407.433 KB
Jul 28, 2018 @ 10:50am
Jul 28, 2021 @ 11:33am
77 Change Notes ( view )

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Table Top Caps - Silent and Furious Edition

In 1 collection by DrunkFlamingo
The Warhammer Expanded Collection
21 items
Description
This mod's description keeps being deleted by steam, so if it isn't here occasionally, that is why.

This mod adds a unit capping system to the game implemented in Lua script.

All units in the game are assigned a category (which are for the most part pulled directly from the tabletop rules) and a point cost from 1 to 3. These costs display as a clear indicator on the recruitment panel. (Note: units from other mods will have to add their units via the mod's API. Many popular mods such as Cataph's do this, and if you are interested in adding your Mod's units, then I recommend seeing his Sea Patrol mod for a template).

All armies can recruit up to 5 points of Rare Units and up to 10 points of Special Units. Core Units are unlimited.

The mod will actually limit you in the sense that it will prevent you from recruiting by locking recruitment options when your army is full. Other mods do things like impose penalties on the player when they break the rules, but this mod will just stop you from breaking them in the first place, and there are no gameplay impacts beyond changing what units you are allowed to recruit (ie: no changes to recruitment cost, upkeep, army movement, or anything else).

This applies to the AI as well as the player.

Overhauls such as CTT (for which this mod was designed) and SFO overwrite the costs and groups of the vanilla units to better suit the balance of those overhauls. The default groups are balanced by PrussianWarfare and designed for Vanilla.

Certain characters can have special rules to give them exceptions from certain caps. For instance, Lord Skrolk's special rule from Tabletop is preserved, and he can bring Plague Monks as a Core choice rather than a Special one.

Yes, this does make the game marginally harder because it turns out that when you cannot recruit armies consisting of 6 demigryphs, 8 greatswords and 4 steam tanks, the AI puts up more of a fight. It also removes those annoying cases where the AI decides that 18 Necrophex collosi is one too few. Overall it forces both the player and the AI to use more balanced army compositions, and acts as a very soft cap on total spending in one army.

Outside of mods which do not add custom units to the system (these will not cause issues, they will just treat any unrecognized unit as a Core choice), this mod is fully compatible with basically anything. This mod is implemented in pure script and contains no data tables of any kind.

I HAVE 999 POINTS

You also have a broken script mod which is either incompatible or outdated; or a botched download. If you think its steam's fault because you are sure your mod setup is fine, try using Keadrin's Mod Manager (google it).

This mod is causing issues when used in combination with [OTHER MOD] but both work fine on their own!
Other modders integrate with this mod using script that only runs when both are active. On occasion, game updates force me to change how this works, which can create problems if the other mod's author doesn't realise things need to change.

If you run into this problem, please see the bug reports thread for instructions for how to get a log file, and give me one. The log file helps me identify which mod is causing the issue and to help the author of that mod to fix it.


For Learners:
Source code can be found here: https://github.com/DrunkFlamingo/RecruitmentManager
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1,152 Comments
Irondrake Mar 8 @ 2:28am 
Hi, on the network is not playable, unsynchronization, is it possible to play how to play online grand company
John Helldiver Feb 13 @ 10:18am 
@nobubblegums The WH3 version already has that, it's just that modders won't update thing for WH2 anymore at this point. So I doubt there will be special rules for lords here.
nobubblegums Feb 13 @ 6:39am 
Not that anyone cares at this point, but here's what I think. I hate doomstacks so naturally I loved the idea behind the mod, at first I liked its implementation too, other cap mods felt too bloated and unnecessarily complex in comparison. Still, the simplicity of the mod is also its biggest weakness, it needs (needed) a whole lot more special rules for lords, traits and skills. Being able to recruit only 1 necroflex with count noctilus is as boring as only having 19 necro doomstacks because of the meta. Like it'd be perfect if Noctilus reduced Necro point cost to 1, same goes for other LL-unit pairs, but its too late for that.
John Helldiver Mar 25, 2023 @ 5:23pm 
One question OP... How do we know if the AI is following the rules? Today I saw 5 ratlinguns and 4 warpfire throwers in Queek's faction. That's a ridiculous composition that is hard to fight against, giving how busted ranged is in WH2.
Squaul Aug 22, 2022 @ 10:06am 
TBH making variant of thismod with different numbers wouldn't hurt anyone tho
John Helldiver Jul 11, 2022 @ 11:06am 
@ToElisium It's for gameplay's sake.

I know they are Archaon's backbone infantry, but in WH2 the chosen are simply too strong to be a core unit.
Fear2288 Mar 31, 2022 @ 2:38am 
How does this effect hero use in armies? The AI has always loved making armies with their lord and 3 - 4 additional heroes and that gets hectic when they’re all level 20+ regardless if the rest of the army is low/mid tier units.
Wolfways Feb 14, 2022 @ 4:49pm 
@Groggy It wouldn't negate the mod, in fact it would make it more like the TT rules which are based on points costs. You would still have to choose between units because of the cost (Note: I'm also using Cost-Based Army Caps alongside this mod.)
I feel that a point system is too restrictive as while some units might be more useful than others that doesn't mean they are worth more than two or even three other units.
As a Skaven player I honestly have never used the 3 point units (and IIRC there is a 4 point unit) because that means adding even more clanrat/slaves units to the army, which is a big nerf for Skaven. On TT you could win with an all clanrat build due solely to overwhelming numbers, but in WH2 you will lose every time due to the 20 unit cap.
ToElisium Jan 25, 2022 @ 8:29pm 
How come archaon doesnt have any special rules for chosen or chaos knights? They are his core units as per lord trait design, but he can bring 5 of both of them at most :(
☸𝕵𝖔☸ Jan 24, 2022 @ 8:07am 
Yeah I hope we can get this for WH3!